Ogryns (Homo sapiens gigantus) are the largest and most physically powerful type of abhuman. They make ideal warriors and are often recruited into Imperial Guard regiments, and used as close assault, shock troops.1
Ogryns evolved on worlds with harsh and barren environments and high gravities. Most of these worlds, having no other use to humanity, were originally used as prison planets.
Ogryns are large and bulky, standing between 2½ and 3 metres tall. Ogryns vary in appearance according to world, but all are tough and powerful. Some forms are well-muscled, while others tend more towards grotesque obesity. Stupid and repulsively unhygienic, Ogryns have earned such names as Fats, Flabs, Slobs and Stenches. Ogryn populations produce mutant individuals to the same extent as humans. The psychic mutation however is unknown among Ogryns. (After the 1st Edition*)
The issue of Ogryn classification is one of the most contentious within the Administratum's Abhuman department. This complex strain is currently listed as seven distinct types (Alpha, Theta, Type IV, Type VIIa, H.S. gigantus gigantus, H.S. gigantus Cranopus, and the mysterious Grey Ogryns). Many within the department believe that many of these classifications are all separate types, and another revision of strain classification is required.
The Imperium puts the Ogryn qualities to good use, their strength and lack of intellectual complexity making them ideal warriors for the Imperial Guard. The concentration of the Ogryns' brutal power creates formidable assault forces.
Once introduced into the Imperial Cult, Ogryns develop an unshakable and almost childlike faith in the Emperor, seeing him as watching over their every action on the battlefield. Each order they receive is viewed as having worked its way down the hierarchy from the Emperor, and is followed without question and to the best of their ability.
During the Horus Heresy, Ogryns fought on both sides of the conflict. It is believed that those who took the side of the traitors were told that they were actually fighting for the Emperor, and the loyalists were the traitors.
The most intelligent individuals among Ogryns undergo an augmentative chemical process called Biochemical Ogryn Neural Enhancement (BONE), which increases their intelligence further and makes them ideal as sergeants (or Bone'eads) of Ogryn squads.
Although Ogryn worlds provide troops for the Imperial Guard like any other inhabited Imperial world, the standard practice of raising regiments is not used for Ogryns. Units of Ogryns are instead attached to the regiments of other worlds. The unit consists of squads, each led by an Ogryn Sergeant who has received BONE treatment, allowing them to communicate orders to their squad.
Ogryns have a particular respect for Commissars, who they see as closest to their beloved Emperor. Ogryns are also naturally claustrophobic, meaning they are reluctant to enter the cramped confines of Chimera carriers.
Outside of the Imperial Guard, Ogryns are sometimes modified by the Adeptus Mechanicus into the cyborg slaves known as servitors and adapted to tasks where great size and strength are required. Ogryns are also used as heavy lifters and miners in some Imperial mining operations.
Ogryn squads are armed with ripper guns, weapons designed to be 'Ogryn-proof', built simply and durable enough that they can double as clubs for the close combat inclined Ogryns. They also carry frag grenades and wear flak armour.1
- Regiments which are known to use Ogryns
- Ogryn units include
- Nork Deddog - Nork is an Ogryn bodyguard with an unswerving desire to protect his master, usually the highest ranking member of the officer ranks.2
In 3rd Edition Ogryns were armed with a Ripper Gun and close combat weapon and could replace their Ripper Gun with an Ogryn Close Combat Weapon. The squad consisted of between three and five Ogryns and were still difficult to get into transports.2
In 1st Edition up to four Ogryn Squads could be fielded with an Ogryn-Sergeant and four Ogryns in each. Ogryns, besides the BONE-enhanced Ogryn Sergeants, were poorly equipped, limited to weapons and armour from their feral home worlds. Each Ogryn was armed with a hand weapon, Ogryn frag grenades and primitive armour while their Sergeant was equipped with flak armour, a communicator, a hand weapon and Ogryn frag grenades. He could be armoured with mesh armour and was intelligent enough to be issued a Ripper Gun.4
- In 1st Edition there was a 1% chance an Ogryn would be a psyker.
- 1:Codex: Imperial Guard (3rd Edition, 2nd Codex)
- 2:Codex: Imperial Guard (3rd Edition, 1st Codex)
- 3:Codex: Imperial Guard (2nd Edition)
- 4:Warhammer 40,000 Compendium
- 5:Codex: Imperial Guard (5th Edition)
- 5a:Page 42
- 6:Imperial Armour Volume Five - The Siege of Vraks - Part One pg.169
- 7: Warhammer 40,000 6th Edition Rulebook pg.404
- Warhammer 40,000: Rogue Trader
|Command||Company Command Squad • Platoon Command Squad • Regimental Advisors • Commissar • Primaris Psyker • Tech-priest Enginseer • Priest|
|Troops||Infantry Squad • Heavy Weapons Squad • Special Weapons Squad • Armoured Fist Squad • Veteran Squad • Stormtrooper Squad • Penal Legion Troopers • Ogryn Squad • Ratling Squad • Psyker Battle Squad • Rough Rider Squad|